+ if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ int i, j;
+ float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ R_Mesh_Matrix(&r_identitymatrix);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < face->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, face->data_vertex3f + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ Matrix4x4_Transform(&ent->matrix, center, center2);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
+ if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = r_vieworigin[0] - center2[0];
+ forward[1] = r_vieworigin[1] - center2[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 1;
+ }
+ else
+ {
+ VectorCopy(r_viewforward, forward);
+ VectorCopy(r_viewright, right);
+ VectorCopy(r_viewup, up);
+ }
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
+ }
+ m.pointer_vertex = varray_vertex3f;
+ }
+ else
+ m.pointer_vertex = face->data_vertex3f;